Files
test2/intern/cycles/kernel/svm/svm_mapping.h
Brecht Van Lommel 1df3b51988 Cycles: replace integrator state argument macros
* Rename struct KernelGlobals to struct KernelGlobalsCPU
* Add KernelGlobals, IntegratorState and ConstIntegratorState typedefs
  that every device can define in its own way.
* Remove INTEGRATOR_STATE_ARGS and INTEGRATOR_STATE_PASS macros and
  replace with these new typedefs.
* Add explicit state argument to INTEGRATOR_STATE and similar macros

In preparation for decoupling main and shadow paths.

Differential Revision: https://developer.blender.org/D12888
2021-10-18 19:02:10 +02:00

83 lines
3.1 KiB
C

/*
* Copyright 2011-2013 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
CCL_NAMESPACE_BEGIN
/* Mapping Node */
ccl_device_noinline void svm_node_mapping(KernelGlobals kg,
ccl_private ShaderData *sd,
ccl_private float *stack,
uint type,
uint inputs_stack_offsets,
uint result_stack_offset)
{
uint vector_stack_offset, location_stack_offset, rotation_stack_offset, scale_stack_offset;
svm_unpack_node_uchar4(inputs_stack_offsets,
&vector_stack_offset,
&location_stack_offset,
&rotation_stack_offset,
&scale_stack_offset);
float3 vector = stack_load_float3(stack, vector_stack_offset);
float3 location = stack_load_float3(stack, location_stack_offset);
float3 rotation = stack_load_float3(stack, rotation_stack_offset);
float3 scale = stack_load_float3(stack, scale_stack_offset);
float3 result = svm_mapping((NodeMappingType)type, vector, location, rotation, scale);
stack_store_float3(stack, result_stack_offset, result);
}
/* Texture Mapping */
ccl_device_noinline int svm_node_texture_mapping(KernelGlobals kg,
ccl_private ShaderData *sd,
ccl_private float *stack,
uint vec_offset,
uint out_offset,
int offset)
{
float3 v = stack_load_float3(stack, vec_offset);
Transform tfm;
tfm.x = read_node_float(kg, &offset);
tfm.y = read_node_float(kg, &offset);
tfm.z = read_node_float(kg, &offset);
float3 r = transform_point(&tfm, v);
stack_store_float3(stack, out_offset, r);
return offset;
}
ccl_device_noinline int svm_node_min_max(KernelGlobals kg,
ccl_private ShaderData *sd,
ccl_private float *stack,
uint vec_offset,
uint out_offset,
int offset)
{
float3 v = stack_load_float3(stack, vec_offset);
float3 mn = float4_to_float3(read_node_float(kg, &offset));
float3 mx = float4_to_float3(read_node_float(kg, &offset));
float3 r = min(max(mn, v), mx);
stack_store_float3(stack, out_offset, r);
return offset;
}
CCL_NAMESPACE_END